Mario Botsch

ORCID: 0000-0001-9954-120X
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About
Contact & Profiles
Research Areas
  • 3D Shape Modeling and Analysis
  • Computer Graphics and Visualization Techniques
  • Virtual Reality Applications and Impacts
  • Advanced Numerical Analysis Techniques
  • Computational Geometry and Mesh Generation
  • Action Observation and Synchronization
  • Face recognition and analysis
  • Human Pose and Action Recognition
  • Advanced Vision and Imaging
  • Human Motion and Animation
  • Augmented Reality Applications
  • Manufacturing Process and Optimization
  • Aesthetic Perception and Analysis
  • Hand Gesture Recognition Systems
  • Spatial Cognition and Navigation
  • Image Processing and 3D Reconstruction
  • Spatial Neglect and Hemispheric Dysfunction
  • 3D Modeling in Geospatial Applications
  • Video Analysis and Summarization
  • Advanced Numerical Methods in Computational Mathematics
  • Psychosomatic Disorders and Their Treatments
  • Generative Adversarial Networks and Image Synthesis
  • Visual perception and processing mechanisms
  • Stroke Rehabilitation and Recovery
  • Sport Psychology and Performance

TU Dortmund University
2020-2025

University of Würzburg
2024

RheinMain University of Applied Sciences
2024

Universität Hamburg
2024

Bielefeld University
2012-2021

ETH Zurich
2006-2008

RWTH Aachen University
2001-2007

Max Planck Institute for Informatics
2000-2006

Max Planck Society
2000-2006

FH Aachen
2004

The representation of geometric objects based on volumetric data structures has advantages in many geometry processing applications that require, e.g., fast surface interrogation or boolean operations such as intersection and union. However, algorithms like shape optimization (fairing) freeform modeling often need a topological manifold where neighborhood information within the is explicitly available. Consequently, it necessary to find effective conversion generate explicit descriptions for...

10.1145/383259.383265 article EN 2001-08-01

This article reports the impact of degree personalization and individualization users' avatars as well immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if how virtual body ownership (including agency), presence, emotional response are influenced depending specific look avatars, which varied between (1) a generic hand-modeled version, (2) scanned (3) an individualized version. The latter two were created using state-of-the-art photogrammetry method...

10.1109/tvcg.2018.2794629 article EN IEEE Transactions on Visualization and Computer Graphics 2018-01-18

This paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR). We compared abstract representations based a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan methods. Both were alternately applied to participating users virtual counterpart dyadic encounters examine impact self-embodiment interaction quality. Users immersed room via head mounted display (HMD). Their full-body movements tracked mapped...

10.1145/3139131.3139156 article EN 2017-10-31

Abstract We present a robust method for capturing articulated hand motions in realtime using single depth camera. Our system is based on registration process that accurately reconstructs poses by fitting 3D model to images. register the depth, silhouette, and temporal information. To effectively map low‐quality maps realistic poses, we regularize with kinematic priors, as well data‐driven prior built from database of poses. principled way integrating such priors into our optimization enable...

10.1111/cgf.12700 article EN Computer Graphics Forum 2015-08-01

10.1016/j.cag.2004.08.009 article EN Computers & Graphics 2004-12-01

We present a freeform modeling framework for unstructured triangle meshes which is based on constraint shape optimization. The goal to simplify the user interaction even quite complex or multiresolution modifications. first sets various boundary constraints define custom tailored (abstract) basis function adjusted given design task. actual modification then controlled by moving one single 9-dof manipulator object. technique can handle arbitrary support regions and piecewise conditions with...

10.1145/1015706.1015772 article EN ACM Transactions on Graphics 2004-08-01

Providing a thorough mathematical foundation, multiresolution modeling is the standard approach for global surface deformations that preserve fine details in an intuitive and plausible manner. A given shape decomposed into smooth low-frequency base high-frequency detail information. Adding these back onto deformed version of results desired modification. Using suitable encoding, connectivity not restricted to be same as original surface. We propose exploit this degree freedom improve both...

10.1145/1057432.1057457 article EN 2004-07-08

We propose a highly efficient hierarchical representation for point sampled geometry that automatically balances sampling density and coordinate quantization. The is very compact with memory consumption of far less than 2 bits per position which does not depend on the quantization precision. present an rendering algorithm exploits structure to perform fast 3D transformations shading. extended surface splatting yields high quality anti-aliased water tight renderings. Our pure software...

10.5555/581896.581904 article EN Eurographics 2002-07-26

10.1111/j.1467-8659.2005.00886.x article EN Computer Graphics Forum 2005-09-01

We present a new method for 3D shape modeling that achieves intuitive and robust deformations by emulating physically plausible surface behavior inspired thin shells plates. The mesh is embedded in layer of volumetric prisms, which are coupled through non-linear, elastic forces. To deform the mesh, prisms rigidly transformed to satisfy user constraints while minimizing energy. rigidity prevents degenerations even under extreme deformations, making numerically stable. For underlying geometric...

10.5555/1281957.1281959 article EN 2006-06-26

Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable remains a challenging task. Artists rely on stylization increase appeal or expressivity, exaggerating softening specific features. In this paper we analyze two most influential factors that define how character looks: shape and material. With help artists, design set carefully crafted stimuli consisting different levels for both parameters, combinations affect perceived realism,...

10.1145/2816795.2818126 article EN ACM Transactions on Graphics 2015-10-27

This article investigates performance and user experience in Social Virtual Reality (SVR) targeting distributed, embodied, immersive, face-to-face encounters. We demonstrate the close relationship between scalability, reproduction accuracy, resulting characteristics, as well impact of these characteristics on users co-located with larger groups embodied virtual others. System scalability provides a variable number avatars Al-controlled agents variety different appearances, including...

10.1109/tvcg.2019.2899250 article EN IEEE Transactions on Visualization and Computer Graphics 2019-03-16

Latency between a user's movement and visual feedback is inevitable in every Virtual Reality application, as signal transmission processing take time. Unfortunately, high end-to-end latency impairs perception motor performance. While it possible to reduce delay tens of milliseconds, these delays will never completely vanish. Currently, there gap literature regarding the impact on performance well their interplay virtual environments employing full-body avatars. With present study at hand, we...

10.1145/2993369.2993381 article EN 2016-11-02

In the last years, point-based rendering has been shown to offer potential outperform traditional triangle based both in speed and visual quality when it comes processing highly complex models. Existing surface splatting techniques achieve superior by proper filtering but they are still limited speed. On other hand increasing availability programmability of graphics hardware lead development very efficient hardware-accelerated methods. However, since no filtered splats used, these approaches...

10.1109/pccga.2003.1238275 article EN 2004-01-24

We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry wrinkles. first acquire static scan face including reflectance data at highest possible quality. then augment traditional marker-based motion-capture system by two synchronized video cameras to track expression The resulting model consists geometry, data, wrinkles in 2D parametric form. This combination represents shape its salient features multiple scales. During motion...

10.1145/1275808.1276419 article EN 2007-07-29

Abstract We propose a new adaptive space deformation method for interactive shape modeling. A novel energy formulation based on elastically coupled volumetric cells yields intuitive detail preservation even under large deformations. By enforcing rigidity of the cells, we obtain an extremely robust numerical solver resulting nonlinear optimization problem. Scalability is achieved using spatial discretization that decoupled from resolution embedded object. Our approach versatile and easy to...

10.1111/j.1467-8659.2007.01056.x article EN Computer Graphics Forum 2007-09-01

We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry wrinkles. first acquire static scan face including reflectance data at highest possible quality. then augment traditional marker-based motion-capture system by two synchronized video cameras to track expression The resulting model consists geometry, data, wrinkles in 2D parametric form. This combination represents shape its salient features multiple scales. During motion...

10.1145/1276377.1276419 article EN ACM Transactions on Graphics 2007-07-29

Abstract Finite element simulations in computer graphics are typically based on tetrahedral or hexahedral elements, which enables simple and efficient implementations, but turn requires complicated remeshing case of topological changes adaptive refinement. We propose a flexible finite method for arbitrary polyhedral thereby effectively avoiding the need remeshing. Our elements harmonic basis functions, satisfy all necessary conditions FEM seamlessly generalize both linear trilinear elements....

10.1111/j.1467-8659.2008.01293.x article EN Computer Graphics Forum 2008-07-01

Abstract We present a method for animating deformable objects using novel finite element discretization on convex polyhedra. Our approach draws upon recently introduced 3D mean value coordinates to define smooth interpolants within the elements. The mathematical properties of our basis functions guarantee convergence. is natural extension linear tetrahedra: tetrahedral elements, methods are identical. For fast and robust computations, we use an elasticity model based Cauchy strain stiffness...

10.1111/j.1467-8659.2007.01058.x article EN Computer Graphics Forum 2007-09-01

Abstract Despite the huge progress made in interactive physics‐based mesh deformation, manipulating a geometrically complex or posing detailed character is still tedious and time‐consuming task. Example‐driven methods significantly simplify modelling process by incorporating structural anatomical knowledge learned from example poses. However, these approaches yield counter‐intuitive, non‐physical results as soon shape space spanned poses left. In this paper, we propose framework that both...

10.1111/j.1467-8659.2011.01974.x article EN Computer Graphics Forum 2011-08-18

We develop an accurate, unified treatment of elastica. Following the method resultant-based formulation to its logical extreme, we derive a higher-order integration rule, or elaston , measuring stretching, shearing, bending, and twisting along any axis. The theory accompanying implementation do not distinguish between forms different dimension (solids, shells, rods), nor manifold regions non-manifold junctions. Consequently, single code accurately models diverse range elastoplastic...

10.1145/1778765.1778776 article EN ACM Transactions on Graphics 2010-07-15
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